Healing injuries

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  • fryguy22
    Rookie
    • Dec 2011
    • 1

    #1

    Healing injuries

    Does anyone know of a way to quickly (or instantly) heal an injury? Really frustrating that my guys keep randomly getting hurt for 5-6 weeks but I don't want to have to quit out of the game.....don't want to turn injuries completely off. Thanks!
  • PowerofRed25
    MVP
    • Jul 2011
    • 1477

    #2
    Re: Healing injuries

    Turn injuries off?

    You can't heal injuries, you aren't a miracle worker or Tim Tebow. If they get hurt, they are hurt. If you don't want them constantly getting hurt, turn injuries off. If you don't want to do that, either make sure you are getting guys with solid injury ratings or make sure you are subbing in and out a lot. Fatigue/overwork will almost always lead to injury.

    In year 2 of my Nebraska dynasty, I have had two consecutive games where I have lost my top THREE running backs to injury. In the first game I lost Burkhead to a concussion on the first drive (out for the game), lost Aaron Green to shoulder injury two drives later (out for the game), lost Ameer Abdullah on the first play of the second half to a concussion (out for the game). I ended up moving Taylor Martinez from QB to HB and playing Carnes at QB and he ran for 185 yards in the 2nd half. Keep in mind I run the ball almost 65 times per game in this dynasty to 5 passes, so my backs get worked, but the injuries were garbage.

    Then the EXACT same thing in the EXACT same order to the EXACT same injuries happened in the very next game. This time, Martinez had 25 carries as the HB for just over 100 yards. That game I ran 69 times to 2 passes.

    I could probably pass more and take the load/injury risk off my backs, but I really want to pound the rock in this dyn, so run run run it is.

    Comment

    • GGGswim
      Rookie
      • Oct 2010
      • 329

      #3
      Re: Healing injuries

      A confession 1st, b/c I've been scared off from buying '12 by all of the doesn't work right/broken/frozen/etc/etc/etc threads (when I first came to the sight, with '11, it was dominated by gameplay how-to or what-I-do threads), I'm still running my '11 offline dynasty. Now, for injuries...

      With '11, and it appears for '12, I'm still convinced the injury issue doesn't work correctly; and I'm not even bringing into the equation the concept of skill players getting hurt 99x more often than OL/DL. You can make all the arguments you'd like for "...like in real life...", but I'm still not buying.

      With this game it is always a matter of when not if. When you are forced to resort to regular or mass subbing early in games to try to ensure your skill players don't get hurt (remember, when not if), the feature isn't 'life-like.' (Herbstreit: "If I were the coach, I'd give it to this guy 30 times a game." LOL)

      There doesn't seem to be a randomness to the problem, which I guess is my (1st) problem with it, and far too often it's a Sr whose career is ended b/c of the injury. Current season returning Heisman-winning Sr. HB gets hurt (dislocated elbow) in 1st quarter of 1st game of final year, after just 5 carries. With 30+ seasons under my belt (I know, get a life, or at least play a different game, LOL) I unfortunately had expected something like this; had another high-90s HB maybe 1-2 OVR pts below that, in part b/c of playing so much w/ mass subbing, wanted to go Pro like the Heisman guy, and I spent the offseason minutes to convince them both to return for Sr. seasons. Which caused me to carry more HBs on 70-man roster than I'd need (b/c of impending graduation loss of 2), which caused me to short-change another position, which causes me to alter the season's recrutiing strategy, which yadda-yadda-yadda (or whine, whine, whine if you don't agree w/ me).

      My 2nd issue w/ the subs is the Questionable status that can linger equal to the time spent listed as Out. My HB is Out 4wks, but I expect him to be Questionable for 4, before becoming Probable. Some injuries, maybe even this one, I'll buy into that -- but why not make the INJ longer and make the Questionable status more realistic (I work as an administrator in college athletics and spent 20+ seasons prior as a coach so I have some first-hand knowledge to back up my thoughts/beliefs in this area) -- but for many others it's clearly not applied realistically. The worst part of this area, in '11 at least, is the time b/t regular season and postseason which isn't applied to INJ status. A guy w/ 2 wks 'left' on his Out status at wk 15 or conference bowl wk will still have 1 wk left at a BCS bowl wk. What?! Recovery time stood still?!

      If you already haven't stopped reading by now, you may be thinking "here's another complainer about the game." I gotta say, though, even if you search any thread I've been posting in, you'll find this is perhaps (geez, I don't remember every thread I've replied to or started) the only gameplay issue I come on here and complain long-windedly about.

      And, I'm still playing. I'm not asking EA for a refund, not trading the game in (at 30+ seasons, obvioiusly not, eh?), not jumping into threads complaining about trampoline LBs or ESP CBs (I guess a bigger problem with '12, from what I've read). And I don't turn INJ off.

      I simply don't think the injury situation and how it is implemented (coded? for you folks smarter than me) is an accurate depiction of how this goes in real life. And I don't have an answer, either, which makes me the worst type of complainer. Maybe I'd take more 1wk OUT/0 or 1wk Questionables instead of the current implementation, I don't know. Maybe that's more IRL?

      [jumping off soapbox , let the criticisms begin.]
      Last edited by GGGswim; 12-21-2011, 04:15 PM.

      Comment

      • cusefan74
        MVP
        • Jul 2010
        • 2408

        #4
        Re: Healing injuries

        I have not had a problem with injuries. I've had a couple guys miss 3 or 4 games, but not more then 2 at a time. My HB kept getting injured, but he had a low injury rating. Now in 2nd year, no one has missed more then a couple of plays, and i am half way through season. Maybe I'm lucky.

        Comment

        • hkwforAUTigers
          Rookie
          • Jan 2011
          • 208

          #5
          Re: Healing injuries

          Originally posted by GGGswim
          A confession 1st, b/c I've been scared off from buying '12 by all of the doesn't work right/broken/frozen/etc/etc/etc threads (when I first came to the sight, with '11, it was dominated by gameplay how-to or what-I-do threads), I'm still running my '11 offline dynasty. Now, for injuries...

          With '11, and it appears for '12, I'm still convinced the injury issue doesn't work correctly; and I'm not even bringing into the equation the concept of skill players getting hurt 99x more often than OL/DL. You can make all the arguments you'd like for "...like in real life...", but I'm still not buying.

          With this game it is always a matter of when not if. When you are forced to resort to regular or mass subbing early in games to try to ensure your skill players don't get hurt (remember, when not if), the feature isn't 'life-like.' (Herbstreit: "If I were the coach, I'd give it to this guy 30 times a game." LOL)

          There doesn't seem to be a randomness to the problem, which I guess is my (1st) problem with it, and far too often it's a Sr whose career is ended b/c of the injury. Current season returning Heisman-winning Sr. HB gets hurt (dislocated elbow) in 1st quarter of 1st game of final year, after just 5 carries. With 30+ seasons under my belt (I know, get a life, or at least play a different game, LOL) I unfortunately had expected something like this; had another high-90s HB maybe 1-2 OVR pts below that, in part b/c of playing so much w/ mass subbing, wanted to go Pro like the Heisman guy, and I spent the offseason minutes to convince them both to return for Sr. seasons. Which caused me to carry more HBs on 70-man roster than I'd need (b/c of impending graduation loss of 2), which caused me to short-change another position, which causes me to alter the season's recrutiing strategy, which yadda-yadda-yadda (or whine, whine, whine if you don't agree w/ me).

          My 2nd issue w/ the subs is the Questionable status that can linger equal to the time spent listed as Out. My HB is Out 4wks, but I expect him to be Questionable for 4, before becoming Probable. Some injuries, maybe even this one, I'll buy into that -- but why not make the INJ longer and make the Questionable status more realistic (I work as an administrator in college athletics and spent 20+ seasons prior as a coach so I have some first-hand knowledge to back up my thoughts/beliefs in this area) -- but for many others it's clearly not applied realistically. The worst part of this area, in '11 at least, is the time b/t regular season and postseason which isn't applied to INJ status. A guy w/ 2 wks 'left' on his Out status at wk 15 or conference bowl wk will still have 1 wk left at a BCS bowl wk. What?! Recovery time stood still?!

          If you already haven't stopped reading by now, you may be thinking "here's another complainer about the game." I gotta say, though, even if you search any thread I've been posting in, you'll find this is perhaps (geez, I don't remember every thread I've replied to or started) the only gameplay issue I come on here and complain long-windedly about.

          And, I'm still playing. I'm not asking EA for a refund, not trading the game in (at 30+ seasons, obvioiusly not, eh?), not jumping into threads complaining about trampoline LBs or ESP CBs (I guess a bigger problem with '12, from what I've read). And I don't turn INJ off.

          I simply don't think the injury situation and how it is implemented (coded? for you folks smarter than me) is an accurate depiction of how this goes in real life. And I don't have an answer, either, which makes me the worst type of complainer. Maybe I'd take more 1wk OUT/0 or 1wk Questionables instead of the current implementation, I don't know. Maybe that's more IRL?

          [jumping off soapbox , let the criticisms begin.]
          I dont post anymore that often. First off, great post.

          Since you work in college athletics, it makes perfect sense for you to know TONS more about this then most of us casual gamers. I agree with you on all your points.

          Comment

          • silver281gt
            Pro
            • Nov 2009
            • 636

            #6
            Re: Healing injuries

            Originally posted by PowerofRed25
            Turn injuries off?

            You can't heal injuries, you aren't a miracle worker or Tim Tebow. If they get hurt, they are hurt. If you don't want them constantly getting hurt, turn injuries off. If you don't want to do that, either make sure you are getting guys with solid injury ratings or make sure you are subbing in and out a lot. Fatigue/overwork will almost always lead to injury.

            In year 2 of my Nebraska dynasty, I have had two consecutive games where I have lost my top THREE running backs to injury. In the first game I lost Burkhead to a concussion on the first drive (out for the game), lost Aaron Green to shoulder injury two drives later (out for the game), lost Ameer Abdullah on the first play of the second half to a concussion (out for the game). I ended up moving Taylor Martinez from QB to HB and playing Carnes at QB and he ran for 185 yards in the 2nd half. Keep in mind I run the ball almost 65 times per game in this dynasty to 5 passes, so my backs get worked, but the injuries were garbage.

            Then the EXACT same thing in the EXACT same order to the EXACT same injuries happened in the very next game. This time, Martinez had 25 carries as the HB for just over 100 yards. That game I ran 69 times to 2 passes.

            I could probably pass more and take the load/injury risk off my backs, but I really want to pound the rock in this dyn, so run run run it is.

            HOW in the world did you get 20 carries out of T-Magic???? I couldnt get 3 scrambles out of him without him going down for the game..

            Comment

            • PowerofRed25
              MVP
              • Jul 2011
              • 1477

              #7
              Re: Healing injuries

              Originally posted by silver281gt
              HOW in the world did you get 20 carries out of T-Magic???? I couldnt get 3 scrambles out of him without him going down for the game..
              It's weird, I had stopped running so hard with him because he had broken his arm in the first season of the dynasty after a run heavy game. So the next season, I thought I'd reel him in a bit, run less option and just go more down hill with Rexy and the others. Then when they all went down and I didn't want to burn Heard's redshirt, I stick him at HB and he was awesome. He got fatigued fairly easy so I ran my FB to get him some rests, but two straight 20+ carry games for him.

              I am almost convinced that the QB position has an injury rating modifier assigned to it that causes scrambling QB's to get hurt at a much higher rate than if they were a different position.

              Comment

              • etmccreary
                Rookie
                • Jun 2010
                • 40

                #8
                Re: Healing injuries

                I would love to see the ability to turn on/off manual injuries like in Franchise mode of MLB The Show. That way, if you don't like an injury, change it. If a guy goes down in real life, injure him in the game.

                Doing this coupled with bringing back medical redshirts would really make Dynasty mode more realistic.

                Comment

                • BA2929
                  The Designated Hitter
                  • Jul 2008
                  • 3342

                  #9
                  Re: Healing injuries

                  Here's what I do and I don't see very many injuries whatsoever:

                  Turn fatigue off, leave injuries on.

                  You can still play the game as though you have fatigue on. Subbing RBs in after a long run, etc. Not as realistic for those of you that love super real games, but you won't have as many injuries. At least not in my experiences.

                  I usually always sub in backups for stars late in blowouts doing this as well. Lost the eventual Heisman trophy winning RB on his last carry of the Big 12 championship game for 11 weeks. Only lost 1 other player for more than "rest of game" the entire rest of the season.
                  "Baseball is the coolest sport because, at any moment, the catcher can stop the game and go tell the pitcher a secret" - Rob Fee

                  Comment

                  • BA2929
                    The Designated Hitter
                    • Jul 2008
                    • 3342

                    #10
                    Re: Healing injuries

                    Originally posted by etmccreary
                    I would love to see the ability to turn on/off manual injuries like in Franchise mode of MLB The Show. That way, if you don't like an injury, change it. If a guy goes down in real life, injure him in the game.

                    Doing this coupled with bringing back medical redshirts would really make Dynasty mode more realistic.
                    That's a great idea. They already let us edit players, they might as well let us edit lengths of an injury time and include med redshirts again.

                    Just in my last season I lost one player for one quarter with a pectoral strain, but I lost another player 5 weeks with the same injury. I understand different players/different body, but seriously? 5 week difference for a strain of the pec? At least let me edit it down to 2.
                    "Baseball is the coolest sport because, at any moment, the catcher can stop the game and go tell the pitcher a secret" - Rob Fee

                    Comment

                    • PowerofRed25
                      MVP
                      • Jul 2011
                      • 1477

                      #11
                      Re: Healing injuries

                      Originally posted by etmccreary
                      I would love to see the ability to turn on/off manual injuries like in Franchise mode of MLB The Show. That way, if you don't like an injury, change it. If a guy goes down in real life, injure him in the game.

                      Doing this coupled with bringing back medical redshirts would really make Dynasty mode more realistic.
                      Love that idea (and the way injuries are done in The Show in general).

                      I wouldn't have such a huge problem with the way injuries are if:

                      A) They weren't so random. All the concussions I mentioned above happened on below the waist, non-violent hits while most of the time someone will get totally rocked and nothing will happen. (same thing goes for fumbles as it does injury, less fumbles on the strip ball animation, more on violent hits).

                      B) Injuries and time frames weren't so generic. I hate that "XXX injury out for 1 quarter" literally means the end of that quarter. So if it was the 2nd to last play of the quarter, he'll be back in 2 plays. If it was the first play of the quarter, he'll be back at the end.

                      Or when an injury that would have minimal effect on a player's position causes him to be out weeks. If a defender has an injured hand, let me club him up and send him back out there.

                      C) Conditioning, Training and Performance were actually a team specific and developed area. I remember the old days of NCAA where you had sliders that assigned 100 points across 3 areas (I think recruiting, training, conditioning) and you had to slide the 3 values to show their importance. So if you didn't need to recruit much, you could put 45% on training and conditioning and only 10% on recruiting.

                      Just like all the ratings in recruiting that can be developed for the program, training and conditioning and then team doctor should be able to be developed. So if I put a lot of effort into having a great conditioning program, my players won't get hurt as often. If I put a lot of effort into a great athletic training staff, my players will heal much faster if they do get hurt.

                      D) Medical redshirts like you said. Have to have them, no reason they aren't there.

                      All these things need to be in the game. I like that the way the injuries are now force you to recruit depth just in case, but it is too random and generic to be taken seriously.

                      Comment

                      • GeorgiaSports
                        Rookie
                        • Oct 2011
                        • 177

                        #12
                        Re: Healing injuries

                        Wow. I'm working on starting a dynasty with UAB and I was making a playbook with I could run with the team, and I was in Play Now mode just fooling around and already after the first quarter and 20 seconds of the second I've had 4 players come out of the game with injuries. That's on offense only, I'm simming through the defense. Crazy. I don't know if I'm having a bad day today or if the team is legit going to get injuried this much but I can tell now I'm gonna have to bump the injury ratings up a bit on the team or I wont have a team after week 2 lol.
                        NFL: Atlanta Falcons | NBA: Atlanta Hawks | MLB: Atlanta Braves |NCAA: UGA -> Georgia Southern -> Air Force |

                        Gamertag: LuringXylophone

                        Comment

                        • TheJoe13
                          Rookie
                          • Jan 2011
                          • 2

                          #13
                          Re: Healing injuries

                          If i were king this is how it would be...An injury should affect ratings of the specific area.

                          IE
                          ankle injury- speed, agility, etc
                          Shoulder injury-carry rating, throw power/accuracy, etc
                          Concussion- awareness

                          Severity should determine how much they drop. Ratings should slowly go back up. It should be your decision whether to play them or not. Obviously an occasional season ending injury should happen too.

                          Real Life example, T.Magic for Neb last year. Sprained ankle, only missed 1 game I think. His rushing ability was severely limited the rest of the season tho.
                          GT: TheJoe13

                          GBR!

                          Comment

                          • Catamount53
                            Rookie
                            • Jan 2007
                            • 475

                            #14
                            Re: Healing injuries

                            Originally posted by PowerofRed25
                            I am almost convinced that the QB position has an injury rating modifier assigned to it that causes scrambling QB's to get hurt at a much higher rate than if they were a different position.


                            Yep the scrambling QBs are handicapped and will fumble and get injured more often than other players. Its yet another way the devs try to have pseudo balance in the game because they cant get the defense to react appropriately to it.

                            Comment

                            • BA2929
                              The Designated Hitter
                              • Jul 2008
                              • 3342

                              #15
                              Re: Healing injuries

                              Originally posted by PowerofRed25
                              C) Conditioning, Training and Performance were actually a team specific and developed area. I remember the old days of NCAA where you had sliders that assigned 100 points across 3 areas (I think recruiting, training, conditioning) and you had to slide the 3 values to show their importance. So if you didn't need to recruit much, you could put 45% on training and conditioning and only 10% on recruiting.
                              I believe it was discipline and not conditioning. Which meant if you wanted to train and recruit a lot that year, you were risking possible NCAA violations because you couldn't suspend players when you ran out of time. If they EVER bring back the sliders or discipline I won't be buying that years game. I HATED that. And I've bought the NCAA series every year since Bill Walsh College Football.
                              "Baseball is the coolest sport because, at any moment, the catcher can stop the game and go tell the pitcher a secret" - Rob Fee

                              Comment

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